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Editing a vanilla script?


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I haven't messed with scripting since Oblivion, and while I can follow Papyrus' java-like structure, the way the game/CK handles scripts has also changed.

 

I've made changes to some values (int const) and calculations in the WorkshopScript script. I've complied it, and checked it in game, and it seems to be doing what I intended (modifying resource storage caps based on defense value.)

I have a backup of the original script, and it doesn't conflict with any of my mods, so it's fine for me. BUT

 

Editing the actual vanilla script file seems like... bad practice? I'd like to have an .esp that I can load or not load.

 

What are my options for implementing these changes without changing the original script?

 

Also, as a side note, what is wsTrace?

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Probably, create a script to "extend" existing and apply as neccessary in esp. Won't say much more for "how and where", others know this stuff much better, i just like the mentioned approach in general and have no scripting luxury on ps4.

 

wsTrace() is debug logging func in WorkshopParentScript, find and see.

Edited by hereami
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I'd like to have an .esp that I can load or not load.

 

You can put the script in a ba2 archive that will be loaded only when the plugin is loaded.

For example: open the CK with Fallout4.esm loaded, then save a new plugin as MyWorkshop.esp, then go to File->Create Archive and add your compiled script to the list, click on pack files and name the archive MyWorkshop - Main.ba2, once you have the script packed in the ba2, remove the script from the scripts folder, so the script only will be loaded from the ba2 archive when the plugin is active.

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wsTrace() is debug logging func in WorkshopParentScript, find and see.

Thx, I looked again and found it. I figured it was debug but wasn't sure.

 

 

You can put the script in a ba2 archive that will be loaded only when the plugin is loaded.

This sounds like what I'm looking for; I'll give it a try shortly.

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